Was messing around alittle with my code today, and I got frame based animation implemented:

The cleanup is pretty much done for now, so I'll probably start adding more features again soon. Though this animation is still kinda funky on some levels, can cause some memory access violations (Edit: fixed) and I've guessed an animation framerate of 30fps, which looks a bit fast.

Seems our projects are working from opposite ends, you have all the visuals for the PC levels, and we have a playable game engine with level rotations, and some E3 level layout recreations as well as a proper fisheye. and some of the boss engine done.seems merging the 2 projects would be the thing to do. ^__^

It gives 1 when both sides have a 1 in the bit. So 16 in binary is 10000. If the renderflag is 11010100, and you do & 10000, you get:11010100 renderflags anded with00010000 the value 16----------- gives you...00010000

I'd love to see the playability side of things implemented recreating the full PC Version remade. How possible would that be though Andrew75? Assuming that your project isn't in the same programming language so you'd have to start pretty much from scratch right?

QUOTE (True Dude @ Jan 27 2011, 10:21 PM)

Wow, is it just me, or does Sonic X-treme resemble Minecraft?

....

Could someone with Minecraft begin working on converting Sonic X-treme levels over now? =P

It gives 1 when both sides have a 1 in the bit. So 16 in binary is 10000. If the renderflag is 11010100, and you do & 10000, you get:11010100 renderflags anded with00010000 the value 16----------- gives you...00010000

Ohh, that's super useful. It wasn't until I started this project that I released how little I knew about programming.

Huh, I don't remember why I had that innermirror variable... oh, it was for the trees on Crystal, I couldn't figure out how they were symmetrical, so I kinda guessed, probably should take another look at that now that you've explained the level format pretty thoroughly.

QUOTE (Ollie @ Jan 28 2011, 12:02 AM)

I'd love to see the playability side of things implemented recreating the full PC Version remade. How possible would that be though Andrew75? Assuming that your project isn't in the same programming language so you'd have to start pretty much from scratch right?

Yeah, probably pretty difficult, seems like the best way of doing things would be for me to work on the exporting function alittle more so he could just use the levels without having to deal with the DEF and PCX files. I mean, there'd still be a fair amount of work turning the outputted models into levels but still, would be cool.

Hehe, I'll admit, I partially went this route because I'm useless when it comes to arty kinda stuff, so I figured it's all already there, might aswell use it. But yeah, I kinda like using all of the original files, though it'd actually be a very easy edit to make the engine check for a HD PNG file before looking for the old PCX based textures, so I suppose at least HD texture packs are a possibility.

Hehe, I'll admit, I partially went this route because I'm useless when it comes to arty kinda stuff, so I figured it's all already there, might aswell use it. But yeah, I kinda like using all of the original files, though it'd actually be a very easy edit to make the engine check for a HD PNG file before looking for the old PCX based textures, so I suppose at least HD texture packs are a possibility.

well, once you've got everything down as far as loading the PCX files or whatever... you could add the hq4x or scale4x algorithm. so if the user enables a scaling algorithm, it just applies to the PCX textures (as well as texture packs). by default, I imagine everyone would prefer the original look. I know I do. :O